#include "$ENGINE$\GBuffer.bslinc" #include "$ENGINE$\PerCameraData.bslinc" #include "$ENGINE$\PerObjectData.bslinc" Technique = { Language = "HLSL11"; Pass = { Common = { struct VStoFS { float4 position : SV_Position; float2 uv0 : TEXCOORD0; float3 worldPosition : POSITION; float3 tangentToWorldZ : NORMAL; float4 tangentToWorldX : TANGENT; }; }; Vertex = { struct VertexInput { float3 position : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float2 uv0 : TEXCOORD0; }; float3x3 getTangentToObject(VertexInput input, out float tangentSign) { float3x3 output; float3 normal = input.normal; float4 tangent = input.tangent; float3 bitangent = cross(normal, tangent.xyz) * tangent.w; tangentSign = tangent.w * gWorldDeterminantSign; // Note: Maybe it's better to store everything in row vector format? output[0][0] = tangent.x; output[1][0] = tangent.y; output[2][0] = tangent.z; output[0][1] = bitangent.x; output[1][1] = bitangent.y; output[2][1] = bitangent.z; output[0][2] = normal.x; output[1][2] = normal.y; output[2][2] = normal.z; return output; } VStoFS main(VertexInput input) { VStoFS output; float4 worldPosition = mul(gMatWorld, float4(input.position, 1)); output.position = mul(gMatViewProj, worldPosition); output.worldPosition = worldPosition.xyz; output.uv0 = input.uv0; float tangentSign; float3x3 tangentToWorld = mul((float3x3)gMatWorldNoScale, getTangentToObject(input, tangentSign)); output.tangentToWorldZ = float3(tangentToWorld._m02_m12_m22); // Normal basis vector output.tangentToWorldX = float4(tangentToWorld._m00_m10_m20, tangentSign); // Tangent basis vector return output; } }; Fragment = { float3 calcWorldNormal(VStoFS input, float3 surfaceNormal) { float3 tangentToWorldX = input.tangentToWorldX.xyz; float3 tangentToWorldZ = input.tangentToWorldZ; float3 tangentToWorldY = cross(tangentToWorldZ, tangentToWorldX) * input.tangentToWorldX.w; float3x3 tangentToWorld = float3x3(tangentToWorldX, tangentToWorldY, tangentToWorldZ); // Multiplication order flipped because we stored basis vectors as rows return normalize(mul(surfaceNormal, tangentToWorld)); } }; }; }; Technique = { Language = "GLSL"; Pass = { Common = { varying vec4 position; varying vec2 uv0; varying vec3 worldPosition; varying vec3 tangentToWorldZ; varying vec4 tangentToWorldX; }; Vertex = { in vec3 bs_position; in vec3 bs_normal; in vec4 bs_tangent; in vec2 bs_texcoord0; out gl_PerVertex { vec4 gl_Position; }; void getTangentToObject(vec3 normal, vec4 tangent, out float tangentSign, out mat3 tangentToObject) { vec3 bitangent = cross(normal, tangent.xyz) * tangent.w; tangentSign = tangent.w * gWorldDeterminantSign; tangentToObject[0] = tangent.xyz; tangentToObject[1] = bitangent; tangentToObject[2] = normal; } void main() { vec4 worldPos = gMatWorld * vec4(bs_position, 1); position = gMatViewProj * worldPos; worldPosition = worldPos.xyz; uv0 = bs_texcoord0; float tangentSign; mat3 tangentToObject; getTangentToObject(bs_normal, bs_tangent, tangentSign, tangentToObject); mat3 tangentToWorld = mat3(gMatWorldNoScale) * tangentToObject; tangentToWorldZ = tangentToWorld[2]; // Normal basis vector tangentToWorldX = vec4(tangentToWorld[0].xyz, tangentSign); // Tangent basis vector gl_Position = position; } }; Fragment = { vec3 calcWorldNormal(vec3 normal, vec4 tangent, vec3 surfaceNormal) { vec3 tangentToWorldX = tangent.xyz; vec3 tangentToWorldZ = normal; vec3 tangentToWorldY = cross(tangentToWorldZ, tangentToWorldX) * tangent.w; mat3 tangentToWorld = mat3(tangentToWorldX, tangentToWorldY, tangentToWorldZ); return normalize(tangentToWorld * surfaceNormal); } }; }; };